RealDocs

ACharacter::GetMesh

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: inlineconst

Description

Returns the character's skeletal mesh component (the Mesh subobject). Use this to access the mesh for animation, socket queries, material changes, or attachment.

Caveats & Gotchas

  • Returns the pointer directly without null-checking. In rare edge cases (e.g., if the component was explicitly destroyed at runtime), the pointer can be null — guard with a null check when calling from code paths that may run on partially initialised actors.
  • The returned component is the root visual mesh, not the capsule. Collision queries should use the CapsuleComponent; visual attachment, sockets, and animation state belong on this mesh.

Signature

inline class USkeletalMeshComponent* GetMesh() const

Return Type

USkeletalMeshComponent*

Example

Playing a montage on the character mesh C++
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && HitReactMontage)
{
    AnimInstance->Montage_Play(HitReactMontage);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.